com.unity.netcode.gameobjects@2.0.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
This commit is contained in:
@@ -95,6 +95,7 @@ namespace Unity.Netcode
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return;
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}
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ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
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if (m_NetworkManager.IsHost)
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{
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@@ -131,6 +132,8 @@ namespace Unity.Netcode
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendUnnamedMessage(ulong clientId, FastBufferWriter messageBuffer, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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ValidateMessageSize(messageBuffer, networkDelivery, isNamed: false);
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if (m_NetworkManager.IsHost)
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{
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if (clientId == m_NetworkManager.LocalClientId)
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@@ -286,6 +289,8 @@ namespace Unity.Netcode
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public void SendNamedMessage(string messageName, ulong clientId, FastBufferWriter messageStream, NetworkDelivery networkDelivery = NetworkDelivery.ReliableSequenced)
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{
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ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
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ulong hash = 0;
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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@@ -367,6 +372,8 @@ namespace Unity.Netcode
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return;
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}
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ValidateMessageSize(messageStream, networkDelivery, isNamed: true);
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ulong hash = 0;
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switch (m_NetworkManager.NetworkConfig.RpcHashSize)
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{
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@@ -405,5 +412,32 @@ namespace Unity.Netcode
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m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, messageName, size);
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}
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}
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/// <summary>
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/// Validate the size of the message. If it's a non-fragmented delivery type the message must fit within the
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/// max allowed size with headers also subtracted. Named messages also include the hash
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/// of the name string. Only validates in editor and development builds.
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/// </summary>
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/// <param name="messageStream">The named message payload</param>
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/// <param name="networkDelivery">Delivery method</param>
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/// <param name="isNamed">Is the message named (or unnamed)</param>
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/// <exception cref="OverflowException">Exception thrown in case validation fails</exception>
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private unsafe void ValidateMessageSize(FastBufferWriter messageStream, NetworkDelivery networkDelivery, bool isNamed)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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var maxNonFragmentedSize = m_NetworkManager.MessageManager.NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>() - sizeof(NetworkBatchHeader);
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if (isNamed)
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{
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maxNonFragmentedSize -= sizeof(ulong); // MessageName hash
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}
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if (networkDelivery != NetworkDelivery.ReliableFragmentedSequenced
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&& messageStream.Length > maxNonFragmentedSize)
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{
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throw new OverflowException($"Given message size ({messageStream.Length} bytes) is greater than " +
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$"the maximum allowed for the selected delivery method ({maxNonFragmentedSize} bytes). Try using " +
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$"ReliableFragmentedSequenced delivery method instead.");
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}
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#endif
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}
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}
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}
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@@ -55,6 +55,15 @@ namespace Unity.Netcode
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// Don't redistribute for the local instance
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if (ClientId != networkManager.LocalClientId)
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{
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// Show any NetworkObjects that are:
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// - Hidden from the session owner
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// - Owned by this client
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// - Has NetworkObject.SpawnWithObservers set to true (the default)
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if (!networkManager.LocalClient.IsSessionOwner)
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{
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networkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(ClientId);
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}
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// We defer redistribution to the end of the NetworkUpdateStage.PostLateUpdate
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networkManager.RedistributeToClient = true;
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networkManager.ClientToRedistribute = ClientId;
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@@ -117,22 +117,28 @@ namespace Unity.Netcode
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networkObject.SetNetworkParenting(LatestParent, WorldPositionStays);
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networkObject.ApplyNetworkParenting(RemoveParent);
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// We set all of the transform values after parenting as they are
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// the values of the server-side post-parenting transform values
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if (!WorldPositionStays)
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// This check is primarily for client-server network topologies when the motion model is owner authoritative:
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// When SyncOwnerTransformWhenParented is enabled, then always apply the transform values.
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// When SyncOwnerTransformWhenParented is disabled, then only synchronize the transform on non-owner instances.
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if (networkObject.SyncOwnerTransformWhenParented || (!networkObject.SyncOwnerTransformWhenParented && !networkObject.IsOwner))
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{
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networkObject.transform.localPosition = Position;
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networkObject.transform.localRotation = Rotation;
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// We set all of the transform values after parenting as they are
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// the values of the server-side post-parenting transform values
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if (!WorldPositionStays)
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{
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networkObject.transform.localPosition = Position;
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networkObject.transform.localRotation = Rotation;
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}
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else
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{
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networkObject.transform.position = Position;
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networkObject.transform.rotation = Rotation;
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}
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networkObject.transform.localScale = Scale;
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}
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else
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{
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networkObject.transform.position = Position;
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networkObject.transform.rotation = Rotation;
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}
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networkObject.transform.localScale = Scale;
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// If in distributed authority mode and we are running a DAHost and this is the DAHost, then forward the parent changed message to any remaining clients
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if (networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost)
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if ((networkManager.DistributedAuthorityMode && !networkManager.CMBServiceConnection && networkManager.DAHost) || (networkObject.AllowOwnerToParent && context.SenderId == networkObject.OwnerClientId && networkManager.IsServer))
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{
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var size = 0;
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var message = this;
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@@ -1,4 +1,3 @@
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using System;
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using Unity.Collections;
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namespace Unity.Netcode
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@@ -34,21 +33,13 @@ namespace Unity.Netcode
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var networkManager = (NetworkManager)context.SystemOwner;
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if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(WrappedMessage.Metadata.NetworkObjectId, out var networkObject))
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{
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// With distributed authority mode, we can send Rpcs before we have been notified the NetworkObject is despawned.
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// DANGO-TODO: Should the CMB Service cull out any Rpcs targeting recently despawned NetworkObjects?
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// DANGO-TODO: This would require the service to keep track of despawned NetworkObjects since we re-use NetworkObject identifiers.
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if (networkManager.DistributedAuthorityMode)
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// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
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// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
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if (networkManager.LogLevel == LogLevel.Developer)
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{
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if (networkManager.LogLevel == LogLevel.Developer)
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{
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NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
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}
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return;
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}
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else
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{
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throw new InvalidOperationException($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}]An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
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NetworkLog.LogWarning($"[{WrappedMessage.Metadata.NetworkObjectId}, {WrappedMessage.Metadata.NetworkBehaviourId}, {WrappedMessage.Metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
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}
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return;
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}
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var observers = networkObject.Observers;
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@@ -60,7 +60,13 @@ namespace Unity.Netcode
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var networkManager = (NetworkManager)context.SystemOwner;
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if (!networkManager.SpawnManager.SpawnedObjects.TryGetValue(metadata.NetworkObjectId, out var networkObject))
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{
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throw new InvalidOperationException($"An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
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// If the NetworkObject no longer exists then just log a warning when developer mode logging is enabled and exit.
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// This can happen if NetworkObject is despawned and a client sends an RPC before receiving the despawn message.
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if (networkManager.LogLevel == LogLevel.Developer)
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{
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NetworkLog.LogWarning($"[{metadata.NetworkObjectId}, {metadata.NetworkBehaviourId}, {metadata.NetworkRpcMethodId}] An RPC called on a {nameof(NetworkObject)} that is not in the spawned objects list. Please make sure the {nameof(NetworkObject)} is spawned before calling RPCs.");
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}
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return;
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}
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var networkBehaviour = networkObject.GetNetworkBehaviourAtOrderIndex(metadata.NetworkBehaviourId);
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@@ -20,7 +20,7 @@ namespace Unity.Netcode
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public void Handle(ref NetworkContext context)
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{
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((NetworkManager)context.SystemOwner).CustomMessagingManager.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
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((NetworkManager)context.SystemOwner).CustomMessagingManager?.InvokeUnnamedMessage(context.SenderId, m_ReceivedData, context.SerializedHeaderSize);
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}
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}
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}
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@@ -733,7 +733,11 @@ namespace Unity.Netcode
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}
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ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
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writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
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if (!writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length))
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{
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Debug.LogError($"Not enough space to write message, size={tmpSerializer.Length + headerSerializer.Length} space used={writeQueueItem.Writer.Position} total size={writeQueueItem.Writer.Capacity}");
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continue;
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}
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writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
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writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
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